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  3. MikeGon

Posts by MikeGon

  • Doom Eternal

    • MikeGon
    • August 15, 2018 at 5:19 PM

    This game looks delicious

    Crossing fingers for a new and improved map editor ?

    Also I feel like the movement is slow comparing to the last one, I don't know why... maybe it's just an impression ?

    I hope they will make the grapple hook a bit faster too...

  • CS:GO - Bug: All ambient_generics have stopped working!

    • MikeGon
    • August 13, 2018 at 7:26 PM

    So I tried it with one ambient_generic and it works!!

    But I'm unsure if I should move forward with this method...


    When that kind of issue happens at work for instance, I urge the programmers to fix their shit, rather than hacking things up and then later on working to undo my hack... that's just a waste of time.

    I'm sure Valve will fix this bug ASAP since its critical and affects so many users, right? Oh wait... ?


    OR maybe I should just go ahead and do it since the problem could stay there for years ?

    omg I don't know what to do about this

  • CS:GO - Bug: All ambient_generics have stopped working!

    • MikeGon
    • August 9, 2018 at 10:31 PM
    Quote from Harry Poster

    14 hours ago, Harry Poster said: @MikeGon, Hi Mike this problem is around 6 month in CS:GO for now. The problem is that any ambient_generic with cues will not work in game! That means that any looped sound will not play. Solution is to delete cues from sound file or use soundscape instead. I've tried to contact Valve through @FMPONE but nothing happend.

    Are you telling me everybody has been having this issue for months? ffs Valve... ?

    Quote from Harry Poster

    20 hours ago, Harry Poster said: Second way is radical, I'm using it for my map as I can't use soundscapes.

    1. Delete cues from the sound file and save it somwhere in your folder

    2.Create ambient_generic with this sound file and give it a name

    3. Create logic_timer (0.05 - 0.1 seconds) and create Output that will keep ambient_generic playing. (Volume 10) (Not PlaySound)

    It will work but not as good as it were

    So you're saying people need to add a "new" sound file for each looping sounds, package them and needlessly create larger BSPs? ?

    Radical indeed- but either way, I'll give it a shot!


    Trying this when I get back home tonight- Thanks for the help I appreciate it!

  • CS:GO - Bug: All ambient_generics have stopped working!

    • MikeGon
    • August 8, 2018 at 11:06 PM

    In short: All ambient_generics in my map have stopped working.

    I searched around for many weeks but haven't found a solution yet... so your help would be greatly appreciated ?


    It started around the time when I added more soundscapes in the map, with triggers to transition between each of them.

    The only instance of the same issue I found was this reddit thread:

    This is EXACTLY the issue I have- but there's no confirmed solution and the thread is now archived...

    I tried to communicate with the user, but no answers yet.

    @TopHATTwaffle, you replied to this thread so maybe you know the answer to this mystery ?


    Here's a bunch of info describing what I found so far:

    • I tried using the snd_rebuildaudiocache command. Seems to do nothing at all (log throws a No such command! afterwards).
    • Unlike ambient_generics, all soundscapes work fine, and transitions work properly with triggers around the map.
    • I get this assert in the log when the map has finished loading, one for each sound that is broken: CSoundEmitterSystemBase::GetParametersForSound: No such sound (sound name)
    • Ambient sounds actually work when "Play everywhere" is set to true. Then the assert mentioned above does not appear for that sound.
    • I tried setting the "volume" and "start volume" parameters to 10, does nothing.
    • When I copy/paste the ambient sounds as-is in a new map, they work fine.
    • When I launch the map using a small ribbon area that's just around the spawn, ambient sounds still don't work (so it's likely unrelated to the number of instances in the scene, as mentioned on reddit).

    I have not yet tried to nuke a bunch of entities though, so this is my next test- but I would be surprised if the map had hit some kind of entities limit, since I am always very careful about where and how I use them...


    I hope we can sort this out, this issue has been there for way too long ? (I definitely should have asked for help sooner than that...)

    Cheers! ❤️

    -Mike

  • Question: How to correctly import rigged mesh with animation in Source?

    • MikeGon
    • August 7, 2018 at 7:29 PM
    Quote from Pampers

    On 12/30/2017 at 8:45 AM, Pampers said: looks like your bones get wrong rotation after importing to blender

    hmm well the animation looks correct in Blender though... it's really just broken after its imported in Hammer...

    The pipeline I'm using is tedious, surely there's a simpler way to do that, right?

    Can someone show me step by step how they correctly import an animated mesh in Hammer? ?

  • Level Design Help Files

    • MikeGon
    • August 7, 2018 at 4:12 PM
    Quote from Radix

    On 8/3/2018 at 7:38 AM, Radix said: Probably I'm the last person to know this but afaik no one shared this so far:

    It seems like CS:GO community mappers can now use the static prop combine ("autocombine") feature which is used in newer official CS:GO maps (especially de_nuke) to improve performance significantly.

    So we have a guide how to use this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine

    Not as easy as I hoped, because we will need the source files of every model (*.qc etc.). But still good to know.

    Wow, very interesting tool!

    I hope its stable enough already, I kind of want to try it with an expensive map of mine...

    I'll share my discoveries here if I do so!

  • Opal

    • MikeGon
    • March 7, 2018 at 6:16 PM

    v1.10 is up, with many improvements to gameplay, performance, and visuals!

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/931555231867622981/F2FDB835B658644998C863057CA6F38FDE226092/]

    + tons of other changes from v1.06, v1.07, v1.08, v1.09!


    And I just made a new Very Cliché Greek Chair during lunchtime :D

    https://skfb.ly/6x7Jr

    (not integrated yet, will replace those chairs in the above image...)


    More art and gameplay updates are on the way with v1.11!

    Please give the map a shot if you haven't yet, and let me know what you think ;)

    Cheers!

  • Question: How to correctly import rigged mesh with animation in Source?

    • MikeGon
    • December 26, 2017 at 9:07 PM

    So I've been trying to correctly import a custom animated mesh into source, in and out for a few weeks now...

    I've looked through countless guides, wiki pages, tutorials etc. and I could not get the animation to look correct in Source :(. I hope some of you wizards can help me out here!


    Let me illustrate what's going on. I made this rigged animation in 3ds max:

    the scene setup looks like this:

    When I export it to fbx, I have these flags checked:

    Here's what the animation looks like in Blender:

    Still good! Now here's my setup for the Source Engine Export plugin:

    I scale the flag to a specific size before exporting, because I need 2 versions of the flag in my map - a small and a large one. Then I hit "Export".

    Here's what my .QC file looks like:

    $modelname "de_opal/greekflag.mdl" $model "body" "greekflag.smd" //$root "root"

    $cdmaterials "models/de_opal/" $surfaceprop "greekflag"

    $sequence "greekflag_05" "anims/Armature_greekflag_05_BaseLayer.smd"


    I then drag the .qc file over studiomdl.bat, and open Hammer to see what it looks like:

    Notice how rough the movement is, and how "jagged" the vertices are. It looks horrible!

    (and it looks just as bad in H-L Model Viewer)


    Here's a few thing I tried so far, off the top of my head:

    • In Blender, set "Legacy Rotation" in Source Engine Export plugin to true
    • In Blender, set "Implicit motion less bone" in Source Engine Export plugin to false
    • Scale it up in 3ds max before exporting to Blender
    • Exporting the SMD with a scale of 1.0, and scaling it using the $scale command in the .qc instead
    • In 3ds max, attach the mesh to the root bone, and make it part of the hierarchy

    ...and none of that worked! The model would either act the same, or not be visible at all!


    I really need some help figuring that out - Have you guys seen this issue before?


    Cheers!

    -Mike

  • Opal

    • MikeGon
    • December 26, 2017 at 1:46 AM

    Hey guys, just wanted to share some updates I've made on the de_Opal, thanks to the community's feedback :) :

    v1.04 -Fixed an issue where a brush surface would be invisible, at CPA (Thanks @K'nuckles) -Blocked a spot where we could boost up and shot onto BSA from mid (Thanks Bungalow) -Fixed an issue where a large part of the sky box was being shadowed, in the environment near TS -Added windows on a few skybox houses -Replaced police barriers with Italian text by news ones with English text -Added decals and small props in the tunnels near TS -Player models for Ts are now "Leet Crew" -Player models for CTs are now "Seal"


    v1.05 -Added fog (very subtle, to create a blue atmosphere) -Decals pass, especially in mid and in the underground areas (Thanks z0ro4rk) -Added decorative a door at CPB -Added small patches of grass on the streets -Added more details to some house facades -Significant art pass in CPB connector (the industrial room with the metal staircase) -Added new props (clay pots, shop signs and animated Greek flag) in the streets -Fixed an issue where a large part of the skybox near TS would be fully shadowed -Updated position of small rectangular hole in wall on BSA (it gave CTs and exploitable LOS)


    There's more on the way! Here are the main tasks I'm tackling for the next update:

    -Add more details to the sky box (small houses still don't have windows...)

    -Fix the shadow flickering bug on the ground at CT spawn

    -Fix the issue where some small brush faces appear as completely black even with final compile

    -Fix issue where the bones on "Greek flag" model don't move the way they're supposed to

    -Improve performance (size of some lightmaps could still be reduced, etc.)


    ...and Here's a couple more screenshots:


    Happy Holidays everybody, I hope 2018 will be your most productive year ever! :D

  • Where'd Sprony go?

    • MikeGon
    • December 19, 2017 at 6:34 AM
    Quote from FMPONE

    4 hours ago, FMPONE said: I think there have been some awkward encounters but he’s as welcome here as ever, in my book.

    Glad to hear it! I hope he will be back :(

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  • Let's talk about the awkward "unclear rule" issue

    • MikeGon
    • December 15, 2017 at 5:52 AM

    @text_fish, I understand that you must be tired of seeing "another one of those", but certainly here you can see that this is justified.

    Put yourself in the shoes of a first-time contestant, read the contest rule #9 again and tell me it isn't confusing.


    Quote from blackdog

    On 12/13/2017 at 4:48 PM, blackdog said: What @leplubodeslapin suggested can technically work but is completely impractical and a very tough ask. That was a much bigger assumption than thinking you can't submit after the deadline!

    Btw guys, I am not suggesting we change the method, never was. This was simply my assumption on how this would work, based on previous experiences that I had.

    Recruiters for instance often have to send out job tests, and pick them up when they come in. If the deadline is at midnight they'll pick them up the next morning, and that's it. I often updated my test submissions for recruiters after the deadline, and never had any problems. I guess they simply picked them up the day after, and didn't care at all. It's very casual. Got their test? Yep- perfect.


    This was my first online contest though. I don't have that baggage you guys have gained by seeing past contests. I don't have the "It always works like this so obviously..."

    People will read the rules very literally on their first time- because they have no other points of reference.


    I do agree that the method we're currently using is better for dealing with tons and tons of submissions. Again whatever it is, it just needs to be clear on paper :)

  • [CS:GO] What can I add to this fountain?

    • MikeGon
    • December 13, 2017 at 8:51 PM

    Also the water material makes it look swampy/dirty.

    I think something clean would look much nicer, especially if it's transparent and allows us to see a tile texture at the bottom for instance...


    ...but personally I wouldn't focus on adding details there when there's work to be done on the macro level - like that huge gap you got there in the back:

    Quote from Xingo

    On 12/8/2017 at 6:31 PM, Xingo said: The content cannot be displayed because it is no longer available.

    (assuming you're building a full-fledged environment...)

  • Let's talk about the awkward "unclear rule" issue

    • MikeGon
    • December 13, 2017 at 6:00 PM
    Quote

    3 hours ago, 'RZL said: As far as I know only two maps were disqualified because of it. Both of them had missing models when I looked at them at the deadline, which was a certain exclusion criteria for me when judging, since they made the maps largely unplayable. So I don't think there is that much of an issue in this case as it may seem when reading this thread.

    If what you are saying is accurate, then that can't be my map. It was 100% clean and final on deadline day.


    Quote

    3 hours ago, 'RZL said: Anyway, in hindsight I agree that the wording was a bit too ambiguous and could've been better,... certainly something to be improved upon in future competitions.

    We live and learn :)

    I look forward to participate in the next one then!

  • Let's talk about the awkward "unclear rule" issue

    • MikeGon
    • December 13, 2017 at 5:01 PM
    Quote from Vaya

    1 hour ago, Vaya said: I just want to say the contest has been amazing sans this one issue.

    I agree 100% and I am thankful for it! It was great to develop a map while shooting for a goal, I absolutely loved it!

    Plus I learned a lot while doing so.


    Quote from text_fish

    6 hours ago, text_fish said:

    Hang on, are you saying they're clear or unclear?

    What I meant is that it was clear to me at that point.


    Quote from gav

    2 hours ago, gav said: The thing wit the workshop it dynamically updates each subscription so the judges version also updates. Its probably unrealistic to think all the judges would copy and paste 100 or so bsp's to a separate folder from the workshop folder.

    Just disconnect steam and that's it (disable auto-updates or whatever). Then you got all the time you want to backup and start evaluating.

    And yes, a downside to this method is that the last guys in the list get a couple more minutes, since it takes a while to go through the list and pick them up one by one... but is that really an issue? What is minutes or an hour, next to the hundreds of hour of work it took to build the project?

    It's not like someone could gain some major advantage from that - Developing, debugging, building and pushing an update takes hours anyways! But logistics aside - The issue at hand is with the rules themselves. Some people got hosed because of the wording and that's not fair... We can't go back in time, but all I want is for everybody to have a better contest next time. <3

  • Let's talk about the awkward "unclear rule" issue

    • MikeGon
    • December 13, 2017 at 10:01 AM

    Why would I have to ponder and theorize on how they will operate?

    I was trusting the official, detailed, and clear rules post. To me that wins over any theory and assumption one could make. I base myself on what's on paper.

    Isn't that the whole point of writing down nice rules like that? Avoiding confusion?


    Even if I would have had this thought, I would have been like "Nope. Follow what's on the brief." and I would have stuck to how it is written!

    Quote from text_fish

    43 minutes ago, text_fish said: I guess ultimately in future you just have to assume full responsibility for every stage of your submission and if you're in any doubt whatsoever about the rules, question them before the deadline.

    I had no doubts. Everything was clear to me and that's exactly my point.


    I'm not the only one who had problems with this. To quote Vaya:

    Quote from Vaya

    On 12/11/2017 at 4:00 AM, Vaya said: It wasn't 100% clear. We had a bunch of confused people about it.

  • Let's talk about the awkward "unclear rule" issue

    • MikeGon
    • December 13, 2017 at 7:12 AM
    Quote from Harry Poster

    1 hour ago, Harry Poster said: How can they judge your map without an update? Workshop is not featuring things like "Download past updates". Imo.

    My instinct on how they would go about it was:

    They pick them up right on deadline day, and then they don't update (disable auto-updates, make a backup, etc.)

    Just like online tests for job interviews and whatnot...

  • Let's talk about the awkward "unclear rule" issue

    • MikeGon
    • December 13, 2017 at 5:35 AM

    So basically I got disqualified because I updated my map after the deadline, while being 100% sure this was allowed:

    Quote from MikeGon

    Ok so there's this point on the rules page:


    Idk about you, but I read that has:

    "We will not judge the map based on updates you do after the deadline."


    Not: "You will get disqualified if you update your map after the deadline"

    Display More

    You could almost say that this wording encourages updating the map, it almost sounds like "You can submit updates all you want - we just won't look at them." - Reassuring us that it won't impact anything.


    I am "disappointed", to say the least - especially because I think Opal would have had a chance of making top 10. Having my map actually being analysed, and placed 11th would have felt SO MUCH better.


    I'm not sure if I want to participate in another contest like this, when I put my heart and soul into a project every single day for six month, only to get washed away based on a coin toss, of whether or not I figured out that a rule doesn't say what it's supposed to say!

    I can't pump in all my resources into something and get hosed based on an external factor. That's a just terrible waste.


    Heck in October I even took a week off from my job entirely for this contest, in order to sprint for 9 days full-time with a strict schedule.

    If one of the judges would have PMed me to say - "Huh dude- What's going on? Why did you update your map? This is not allowed!" I would have sent you a backup version from the day of the deadline, with timestamp proof.


    ...Now I don't want this to be a rant, I just had to unpack all the info, so we can fix the problem. I want this to be constructive.


    Aside from that, I think the contest was fantastic, and I love the maps we've built.


    I'm sorry if this post feels like negative energy - but I want to turn it into positive.

    Honestly. :)

    Mike

  • Contest Finalists have been declared!

    • MikeGon
    • December 11, 2017 at 9:38 AM
    Quote from text_fish

    9 minutes ago, text_fish said: Seriously MikeGon ? How are they going to judge the version you've overwritten with an update?

    Well I thought they would pick them up on the day of the deadline... and then not pick up the updates

    I guess I'm dumb but that's what I thought the whole time

  • Contest Finalists have been declared!

    • MikeGon
    • December 11, 2017 at 9:22 AM
    Quote from Vaya

    5 minutes ago, Vaya said: I think you might of DQ'd yourself by updating after the deadline...

    Ok so there's this point on the rules page:

    Quote from MapCore

    On 5/23/2017 at 12:51 PM, MapCore said: Changes or updates to Workshop maps will not be considered after November 30, 2017 (for Top 10) and January 10, 2018 (for Top 4).

    Idk about you, but I read that has:

    "We will not judge the map based on updates you do after the deadline."


    Not: "You will get disqualified if you update your map after the deadline"

    I was actually satisfied with the version I had at the deadline - I wasn't trying to cheat or anything by updating afterwards, I was improving it because I was 100% sure this was allowed.... wtf

  • Contest Finalists have been declared!

    • MikeGon
    • December 11, 2017 at 8:37 AM

    Congrats to all participants!

    Quote from Harry Poster

    8 hours ago, Harry Poster said: Great! In what time we can have our scores and feedback?

    Yeah are we gonna get feedback? Working for 6 months on a project only to get an L at least deserves that right? :(

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